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Breaking deaf stereotypes and normalizing sign language through gaming, Ars Technica

Breaking deaf stereotypes and normalizing sign language through gaming, Ars Technica
    

      sign of the times –

             

The deaf experience is modeled in its own language for the first time in

Deafverse .

      

           Anthony McGlynn         –

  

           

                  

                              

                                       Deafverse

replicates many everyday situations, such as buying a new laptop or trying to comprehend the price of the latest iMac.

   The last decade has seen many advancements in video game accessibility. From hardware like the Xbox Adaptive Controller to legislation that requires all communication options in online multiplayer to be as accessible as possible (to

Developed through the National Deaf Center (NDC) in Austin, Texas, Deafverse is a browser-based ongoing-narrative adventure about navigating the world as a deaf teenager. Designed first and foremost (but not exclusively) for classroom use, the game seeks to educate and enlighten players about deaf culture through collaborative play and discussion. Players learn about the real-life challenges of deafness in a safe and sincere way designed by and for the deaf community.

to reward students for completing homework, doing well in class, and so on.

marries that idea with a story-centered approach akin to King’s Quest and The Secret of Monkey Island. Players face common hurdles among the deaf community — like requesting an interpreter or just speaking up for themselves in a tough situation — and examine the issues involved through branching conversations and intuitive puzzles.

Deafverse

went through a range of beta tests conducted through partnered schools before the first episode, about self-advocacy, became publicly available in September . Built and rebuilt based on student feedback, the game is now effectively in its third iteration, and its increased interactive elements and animations make the universe feel immersive. “In terms of building and designing the game with different layers of gaming concepts, we got some inspiration from stories like The Matrix , “Turner explains. “You know, plugging into and experiencing things in that world, but then you have to to come out and come back into the real world. So that’s given us some ideas about how to build out into the future.”

(Enlarge) / It’s like taking the red pill, just without all the side effects like waking into a dystopian wasteland ruled by machines.

Although Deafverse is primarily designed for deaf teenagers of high school age (in service of the NDC’s primary goal of supporting deaf young people’s transition into active employment), much of its subject matter is useful for anyone who wants to learn about deafness. Using federal funding through the NDC, the Deafverse development team was able to cast a wide net for research on ways deaf young people are and are not succeeding after their teen years. The results, Turner says, were cross-checked against a set list of broad learning results to create a game that teaches lessons while still being true-to-life. But Deafverse is also about connecting to those who may feel isolated. Pop culture’s rare, usually inaccurate depictions of deafness are often not of much help in that regard.

                  
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